Why isn't there a Scale option again? - Page 2

Why isn't there a Scale option again?

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

A server set option for scaleing from *0.1 to *1.3

Poll ended at 10 Jan 2006, 09:39

Good option to have
9
56%
Bad option to have
5
31%
Good option, but Offline only
2
13%
 
Total votes: 16

User avatar
Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Did any of you guys even play Minispring? I never had a pathfinding issue with it, Ever. The game feels remarkabley massive with it, absurdly massive. I recalled two nasty bugs though, the breaking of autoline building, (Which could have been fixed by a simple spacing equation.) And aircraft flying out of bounds.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Well I can see the mappers arguement, but I still think a scale option would be a good idea, even if it's just a battleroom toggle huge/regular/mini, and if we're bothered about detail we'll just stick to regular, or if we want what looks like better detail but tiny features etc then we'll go for large. Eitherway it's upto the player, and smetimes the player is willing to sacrifice detail to get their hands on something huge.

Also you're forgetting that sometimes the detail of a map on the tiny scale isnt as important if the map is huge because the player thinks the sheer size is what impressive not the tiny little things which seem more insignifcant on a large map.

Huge maps bring with them a totally new method of playing and change the whole game strategy, they're not about detail, they're about gameplay.

That and would any mapper be willing to invest the time and effort to compile a huge map with the same detail and care to make sure they look good close up as on a 10x10 map? A lot of this lost detail you claim we'd miss out on could be regained through mappers actually using all the tags available to them, specifically the one that changes the bitmap spring overlays on the terrain (you know the one that shows up dirt on the ground when you zoom in, without that dirt the maps very low res and doesnt look very detailed at all), that tag not being used ruins so many maps, a prime example of this being crystal map ports, where we zoom in and instead of seeing a shiny crystal surface we see a dirt texture....
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Alantai, I didn't know you could change that texture! How do you do it?
User avatar
Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

From my map PCB for example;

[MAP]
{
Description=Honey I shrunk the game;
TidalStrength=20;
Gravity=150;
MaxMetal=0.05;
ExtractorRadius=200;
MapHardness=1000000;
DetailTex=layout03.bmp;

Make sure it tiles well.
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